Last 3 Edits

May 10th, 2016. Page created, Qephilim & Saurians added. (Added the full race template developed in the main CC Forums some time ago).

Below is a collection of various species that may be encountered (and played as PCs) in the various recursions of The Strange. (When you translate to a recursion with sentient races/species, you can actually appear as one of them, even though you were human on Earth).

Remember in the Cypher System race/species acts as a Descriptor, but by using our Cypher System House Rules, you can combine your race/species traits with a Descriptor.

KRO

Kro are humanoid crows. Kro native to Crow Hollow can shapechange into an actual crow in other recursions.

Wealth Seekers

Money (and power) are the two prime motivators for most kro. They are ruthless traders and merchants that deal in all currencies, including crow coin (that is basically dealing in peoples' life force). They have no compunctions about ripping off non-kro.

Common Traits

Intelligent, humanoid crows with wing-tips that end in human-like fingers and beaks capable of speech.

Age & Appearance

Allies & Enemies

Allies: Anyone wishing to cut a deal.Enemies: The Beak Mafias often fight among themselves for control of the markets.

Alignment & Outlook

Kro are unpredictable, deceptive and mischievous. Any chaotic alignment if they are used.

Classes & Concepts

Most kro operate as merchants and brokers, though there are some heavies that work for the Beak Mafia. Types: Explorer/Vector or Spinner/Speaker. Classes: Rogue.

Language & Names

Languages. EnglishNames. Standard modern Earth-like names.

Realms & Regions

Throughout Crow Hollow, though sometimes in other recursions seeking a bargain or a steal.

Religion & Deities

None. Kro are not religious at all.

Cypher System

Characteristics

Agile: +2 to your Speed pool.

Keen Eyesight: Your vision is superior to others. Your eyes count as an asset for perception tasks that rely upon sight.

Wings: You can fall safely from any height and glide fives distance fallen (or much further if skilled in this task and using the thermals).

Skill: You are trained in discerning people's true motives or seeing through lies.

Shapechange: Native quickened kro can take the form of an actual crow when visiting recursions or Earth. This takes the place of your Focus. You retain all of your knowledge, but none of the abilities you had as a recursor (including type abilities); you are restricted to the actions a crow could take (flight, limited speech, tricky tool use) until you translate to another recursion. (See TSCB p243).

Inability: The difficulty of all Might tasks is increased one step for you. Kro are lightly built with fine bones.

QEPHILIM

A mortal race in Ardeyn, descended from angelic beings who originally served one of the seven Incarnations of the Maker, but who are now free agents. Once there were seven kindred groups (as outlined in The Strange Corebook p163), but most vanished from Ardeyn along with their Incarnations. The Qephilim of War who disavowed their Incarnation and became the Free Battalion are the most likely qephilim to be encountered now on Ardeyn.

Qephilim of War

Honorable Mercenaries

Qephilim of the Free Battalion serve as mercenaries across Ardeyn, often pledging themselves to causes that serve the goals of civilisation and the preservation of Ardeyn as a repudiation of the Betrayal (when their ancestors served War). As a Free Battalion mercenary, you are more likely to be concerned with the underlying legality or morality of a particular duty than the monetary reward or prestige that may come with your posting/mission. You typically do not follow commands that are unjust but are otherwise loyal to a fault.

Common Traits

Qephilim are tall humanoids with jackal-like features. Each one has a mythlight that emanates from them or nearby.

Age & Appearance

Age. Though once mortal, Qephilim now age as humans.Appearance. Height 6-61/2 feet; Weight 180-200 pounds; Eyes are typically dark or golden, though many glow with mythlight; Hair covers their entire body. Qephilim of War have shades of brown from light grey-brown to nearly black; Facial features resemble those of a jackal.

Allies & Enemies

Allies: Humans.Enemies: Sark, followers and homonuculi of the Betrayer, rogue soulmancers of the Court of Sleep, vermin from the Strange, demons.

Alignment & Outlook

Qephilim of war are loyal to a fault. Any lawful alignment if they are used.

Classes & Concepts

As their name suggests, Qephilim of war are typically soldiers, mercenaries, warriors and guards. Types: Warrior/Vector or add the Combat flavour to another type. Classes: Fighter, Paladin.

Realms & Regions

Religion & Deities

Once devout followers of the Incarnation of War and Maker, they are now opponents of the Betrayer. As their gods are dead (or sleeping) there are no divine beings to call upon.

Cypher System

Characteristics

Acute Senses: You are considered to have an asset for any perception task. Due to your heightened sense of smell, you eliminate any penalties that might apply due to cover of the targets within short range.

Low-Light Vision: Your eyes provide an asset for low-light spotting.

Mythlight: A glow of light about as bright as a candle either hovers nearby you (often between the ears), glows like a nimbus around you or emanates from some part of your body (commonly the chest and neck area and/or from the eyes). Illumination conditions are reduced one step in an immediate area around you. (This also applies to enemies targeting you.)

Skill: You are trained in Intellect defense tasks.

Skill: You are trained in discerning people's true motives or seeing through lies.

SAURIANS

There are several species of the Saurian aliens that came through the gate that opened upon the recursion of the Blighted World. Form another world/recursion, these aliens are not a united force; each species has its own power sources and motivations.

Leshak

Draft
These saurians are based upon the Nosarian Star Wars species. They make extensive use of light and heat technologies. d20 edition stats and write-up in the Saga Edition: The Force Unleashed Campaign Guide p16 and Ultimate Alien Anthology p114.Nosuarian Wookieepedia Entry

Characteristics

Agile: +2 to your Speed Pool.

Horns: You have a ridge of horns along your head that can be used as light weapons and you are practiced in their use.

Flash of Light (2 Speed points - for blinding only): You can emit light from your mouth. This is mostly used to signal other leshaks, but it can be used to temporarily blind others. To perform this attack, choose a target within immediate range that can see you. This is a Speed-based attack that blinds the target for 1 round. A leshak that uses this ability a lot in one day becomes lethargic. Action for the blinding attack.

Skill: You are trained in climbing.

Skill: You are trained at surviving the wilds. This includes locating food, water and shelter, resisting the effects of natural environments, and general knowledge about the flora and fauna familiar to you.

Inability: Your vision is black and white only. The difficulty of many perception tasks relying upon sight is increased by one step.

Inability: The difficulty of all tasks relating to pleasant social interaction with other species is increased by one step. Leshaks can be abrasive, fatalistic, embittered and hold grudges (especially towards humans).

Slikk

Draft
The Slikks are based upon Star Wars Trandoshans. Their technology levels are similar to the humans and they make use of regular fire arms and flechette weapons. Their masters also wield necrotic powers and use blood magic and necromancy in their technology, such as necrotic grenades and weapons powered by pulsating rotting hearts. A lot of the technology is influenced by the Rephaim weaponry found in Savage Worlds setting Necropolis 2350. Trandoshan d20 edition stats and write-up in the Saga Edition: Core Rulebook p31 and Ultimate Alien Anthology p165.Trandoshan Wookieepedia Entry

Characteristics

Scaled Hide: +1 Armor. Slikks are covered in hard scales.

Resistant: +2 to your Might Pool.

Claws: You have claws that can be used as light weapons and you are practiced in their use.

Low-Light Vision: Your eyes count as an asset for low-light spotting. A slikk's eyes are super-sensitive and see into the infrared spectrum.

Regeneration: You can make an extra recovery roll each day. This roll is one action. So you can make two recovery rolls that each take one action (as well as other recovery rolls following rests). Also, severed limbs can be regrown. To do so you must spend 10 Might points, but the maximum you can spend per day for this regrowth is 2.

Inability: Your clawed hands have difficulty manipulating objects. The difficulty of any task involving the manipulation of light objects and weapons is increased by one step.

Inability: The difficulty of all tasks relating to pleasant social interaction is increased by one step. Slikks are known to be violent, brutal and driven and their slave-trading does not endear them to most people.

Valaath

Draft
These are actually the Saurians from Titan's Grave: The Ashes of Valkana p20. They are very technologically minded and use power crystals as their primary power source to develop weapon like needlers.

Characteristics

Smart: +2 to your Intellect Pool.

Skill: You are trained in balancing tasks.

Skill: You are trained in running tasks.

Skill: You are trained in one knowledge skill of your choice. This is usually engineering or science-based, but it does not have to be. Or you are trained in the use of one group of technological devices, gadgets, etc. This can be computer systems, vehicles, lab gear, etc.

Inability: The difficulty of all tasks relating to pleasant social interaction with other species is increased by one step. Valaath can be a little tongue-tied due to being so focused on their own interests and many are a little fatalistic too.